* Initial implementation of CoreAspect uniform
* float -> float_t
* Possibly fix wii_u building
* vulkan: use float instead of float_t;
* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
* CoreAspect + glsl fix: use glUniform1f()
* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
* Fixed stupid typo
* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)
* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?
* d3d10,11,12, wrong function called by overlook.
* Add test shader, will remove that before PR
* Fix metal rotated aspect reporting
* remove test shader
* Fix C89 Build
* Use OriginalAspectRotated instead of OriginalAspectRot